It's coming along really well Slybones! My only suggestion is that you've got a lot of empty space in the ceiling area. It might be cool to fill in that area with some girders or something to add some interest. Of course there's always the hay bale. As an aside, do you know where some documentation/tuts on CoD4 map…
Hey guys, thanks for the comments. I had a pretty bad crashing bug with COD editor which took me out of commision for the last 3 days. Finally ended up deleting the registries and reinstalling the editor which got it working again. So, I'm way off schedule now, but back to making stuff. JZak: Thanks dude. Yeah, with the…
This thread will be for WIP of a COD4 map I just started working on. I'll be continually adding new stuff here as I create new content. Here's an early start to get comfortable with the tools. Created a silo based off of a photo. This silo will be off in the skybox, so its low detail for that reason. I still need to add…
Thanks so much for the nice comments. Kuba: In dev mode you can type /cg_ThirdPerson 1 and it will throw you into 3rd person. Here are some more WIP shots:
That's cool I didnt know people were able to make COD4 maps. I've been playing it too much but only on the regular maps. You should consider some strong lighting like in the photo too...I'm probably getting way ahead of the process though.
I like the design of the level. The one thing that bothers me is how flat and desaturated everything is. The lighting doesn't due justice to the scene complexity. Your exterior render has more life to it than the interior, but even that could use some more contrast. If you inject more color and contrast between your…
Thats sunlight pouring in from the direct light in the sky. The direct light(sun) is a dynamic shadow casting infinite parallel light. It's a pretty great system for outdoor. Indoors are a little bit tougher because you can only have 1 dynamic light hitting a single surface, so have to pull alot of tricks to get indoor…
That's some nice scenery! About the nice cast shadows you have, is that something the engine does dynamically? Or is it some kind of smarter, sharp baked lightmap tech? Looking very good!